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Rindhy Mei Adzelina; Ita Apriliyani; Tri Sumarni

Jurnal Ilmu Kesehatan dan Gizi 2026 Pusat Riset dan Inovasi Nasional

Online games are one of the digital entertainment activities widely favored by adolescents; however, high-intensity use can lead to psychological impacts, one of which is anxiety. Anxiety in adolescents is characterized by feelings of restlessness, irritability, difficulty concentrating, and sleep disturbances, especially when they are unable to play online games or when they experience defeat in the game. This study aimed to determine the relationship between the intensity of online game use and the level of anxiety among adolescents. This study used a quantitative design with a cross-sectional approach, involving 113 respondents selected using a cluster sampling technique. The research instruments used were the DASS questionnaire and an online game usage intensity questionnaire, and the data were analyzed using univariate and bivariate analysis. The respondents in this study were adolescents from SMAN 1 Wanadadi, most of whom were 16 years old (49.6%) and predominantly female (61.9%). The intensity of online game use was mostly in the moderate category (55.8%), while the level of anxiety was mostly in the mild category (89.0%). The results showed that most respondents had a moderate level of online game usage intensity and a mild level of anxiety. Bivariate analysis indicated that there was no significant relationship between the intensity of online game use and the level of anxiety among adolescents, with a p-value of 0.425 and a contingency coefficient value of 0.076. Therefore, it can be concluded that there is no relationship between the intensity of online game use and the level of anxiety among adolescents.

Graeny Andini Paseru; Delsi Mona Kombong; Kurnia Bato Kendek

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to provide a detailed overview of efforts in counseling and guidance programs that teach self-control skills to children whose gaming habits are causing problems. When children spend too much time playing online video games, it can negatively impact their mental health. Problems with emotional regulation, irritability, and lack of self-control in daily life are possible consequences. Appropriate counseling and guidance services are needed to help children develop more adaptive skills to manage their emotions. This study used extensive qualitative data and followed a case study technique. A child whose gaming addiction was causing problems for him participated in the study. Data analysis included tasks such as data reduction, data presentation, and drawing conclusions; data collection methods included documentation, interviews, and observation. Based on the findings, guidance and counseling programs can teach children self-control strategies to help them manage their emotions, reduce irritation, and become more self-aware when playing online games. Therefore, teaching children self-control skills may be a good way to help them overcome negative feelings that arise from playing online video games.

Adinda Dwi Cahyani; Ully Arta Silitonga; Risma Anita Puriani

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Digital literacy is an individual's ability to access, understand, evaluate, and use digital information and technology wisely, critically, and responsibly. This skill is crucial for students to use technology safely and avoid various risks in the digital space. The development of digital technology and the increasingly widespread use of social media have provided various conveniences in people's lives, particularly in communication and information access. However, on the other hand, these developments also pose various risks for children and adolescents, one of which is the crime of child grooming in the digital space. Child grooming is a manipulative act perpetrated by adults by building emotional closeness and trust with children for the purpose of sexual exploitation. This study aims to examine the role of digital literacy in raising students' awareness of the dangers of child grooming in the digital era. The method used in this study was a Systematic Literature Review (SLR. The results indicate that low digital literacy among students makes them more vulnerable to various forms of digital crime, including child grooming that occurs through social media and online games. Conversely, strengthening digital literacy through education in schools, the role of guidance and counseling teachers, and parental supervision can increase students' awareness of the risks of digital interactions and protect themselves from potential cybercrimes. Therefore, digital literacy is a crucial effort in preventing child grooming and protecting children in the era of information technology development.

Yudi Yulyanto; Solehudin Solehudin; Sancka Stella

Jurnal ilmu Kesehatan Umum 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

The development of digital technology has increased the popularity of online games among adolescents. Excessive intensity of online gaming may have negative effects on health, particularly sleep quality and aggressive behavior. This study aimed to determine the relationship between the intensity of online gaming and sleep quality as well as aggressive behavior among tenth-grade students at SMAN 38 South Jakarta in 2025. This research is quantitative associative method with a correlational analytic design using a cross-sectional approach. The population in the study was 145 students, with a sample of 117 respondents selected using random sampling. Data analysis was conducted using the Chi-Square test. The results showed a significant relationship between the intensity of online gaming and sleep quality with a p-value of 0.001 (p < 0.05), as well as a significant relationship between the intensity of online gaming and aggressive behavior with a p-value of 0.001 (p < 0.05). Therefore, the null hypothesis (H0) was rejected and (Ha) was accepted. In conclusion, higher intensity of online gaming is associated with poorer sleep quality and increased aggressive behavior among adolescents. It is expected that adolescents can manage and limit their online gaming time wisely to reduce its negative impact on health and behavior.

Alisya I’tiqafah; Mardhotillah Mardhotillah; Risma Anita Puriani

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid development of digital technology and its increasing number of users have led to increased use of online games among adolescents. A frequently encountered behavioral problem is aggressive behavior resulting from online gaming. The research method used was a literature review by examining various previous research articles relevant to the research topic. The sources used were scientific journals discussing aggressive behavior due to online gaming in adolescents. The collected data were then analyzed descriptively to obtain an overview of the level of tendency for aggressive behavior to emerge, which is influenced by the intensity of online gaming. The results of the study showed a significant relationship between aggressive behavior and the intensity of online gaming. Therefore, the implication is that guidance and counseling should not only focus on behavioral management but also efforts to detect early and prevent it through assessment, early screening of risky behavior, information services, psychoeducation on digital literacy, play time management, and emotional management. Collaboration between guidance counselors, teachers, and parents is crucial in integrating students' behavioral development sustainably, so that guidance and counseling services become a system that plays a role in reducing the risk of aggressive behavior due to online gaming in adolescents.

Alvin Bachtiar; Agus Prihanto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The increasing integration of internet technology in educational institutions requires structured network governance to ensure that digital resources support academic activities effectively. Unrestricted access to online platforms often leads to non-academic usage such as online gaming and social media engagement during instructional hours, which may reduce learning concentration and degrade network performance. This research develops and evaluates a network access control simulation using a MikroTik RouterBoard RB951Ui-2HnD device. The system applies firewall filtering mechanisms, hotspot-based authentication, and bandwidth allocation strategies through Simple Queue configuration. Network segmentation is implemented to differentiate teacher and student access privileges. The study adopts a Research and Development (R&D) approach to design, configure, test, and evaluate the proposed system. Testing results indicate that the firewall configuration successfully restricts access to selected online games (Mobile Legends, Clash of Clans, Roblox) and social media platforms (YouTube, TikTok, Shopee, Instagram, Telegram). Furthermore, bandwidth management demonstrates effective traffic prioritization, ensuring more stable allocation for teacher accounts in accordance with configured maximum limits. The findings confirm that structured firewall and bandwidth policies can improve network discipline, enhance performance stability, and support a controlled digital learning environment in schools.

Fahmi Kurniawan; Luthfan Jiwa Pangestu; Sri Mulyeni

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid and significant development of technology in the world has made online games a very popular form of entertainment among teenagers and students. Easy access to online games through gadgets has led to an increase in the number of teenagers playing online games. This condition has both positive and negative impacts on education, particularly on students' interest in learning. This study aims to analyze in depth the influence of online games on the lives and learning achievements of teenagers based on previous articles. We chose a literature study method for this research, and the data sources were obtained from articles relevant to the discussion. The data collection technique was carried out by reading and examining important information from the articles used. The results of the study show that online games have both positive and negative impacts on teenagers. The positive impacts can be seen in games that are educational and relevant to learning, as they can increase motivation, curiosity, and skills in teenagers. However, if played excessively and without supervision, online games tend to reduce concentration, decrease study time, and impact academic achievement, psychological well-being, and the health of adolescents. Therefore, the role of parents and teachers is crucial in controlling, guiding, and monitoring the use of online games so that adolescents can use them wisely and support the learning process wherever they are.

Ajizah Himawati; Dewi Noor Susanti

Jurnal Ilmiah Ekonomi, Akuntansi, dan Pajak 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Games that were initially enjoyed individually and offline have now evolved into online games that allow interaction, competition, and friendship with other players in real-time. Online games are now increasingly popular, one of which is Mobile Legends. This game can be downloaded through the Play Store and App Store. In April 2024, Mobile Legends ranked the most popular game by downloads on the statista.com website. The research objective was to determine the influence of event marketing, content marketing, influencers, and the social environment on the decision to purchase Mobile Legends game skins in Kebumen Regency. The method used was non-probability sampling with a purposive sampling technique aimed at 100 users. Data collection techniques used questionnaires and literature studies. The data analysis technique used multiple linear regression, which was then processed with the SPSS application version 25.0 for Windows. The results showed that event marketing had a significant effect on purchasing decisions, content marketing had a significant effect on purchasing decisions, influencers had no significant effect on purchasing decisions, the social environment had no significant effect on purchasing decisions, and event marketing, content marketing, influencers, and the social environment simultaneously had a significant effect on purchasing decisions.

I Gede Arta

Federalisme : Jurnal Kajian Hukum dan Ilmu Komunikasi 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to determine (1) the forms of legal protection that exist in Indonesia in protecting children from negative visual and verbal content in online games, and (2) the legal responsibility of online game electronic system organizers for exposure to negative visual and verbal content in children. The type of research used is normative juridical with a statutory and conceptual approach. The data used are secondary data obtained through document studies, with qualitative descriptive analysis techniques. The results of the study show that legal protection for children from negative visual and verbal impacts in online games is regulated through various regulations, including Law Number 35 of 2014 concerning Child Protection, Law Number 11 of 2008 concerning Electronic Information and Transactions, Government Regulation Number 71 of 2019 concerning the Implementation of Electronic Systems and Transactions, and Regulation of the Minister of Communication and Information Technology Number 5 of 2021 and Number 2 of 2024. However, its implementation still faces obstacles such as weak age verification, non-objective independent classification, and easily circumvented language filtering. The legal responsibility of online game electronic system organizers for negative visual and verbal content on children can result in administrative or criminal sanctions, according to the Child Protection Law and iRegulation of ithe Minister iof Communication and Information Technology Number 5 of 2021.

Febriyanti, Alvyana Putri; Annurudiya, Annurudiya; Windrayadi , Yosia Dian Purnama

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2025 FEB Universitas Maritim Semarang

This study aims to analyze the relationship between the intensity of playing the online game Mobile Legends and the consumptive behavior of university students at Universitas PGRI Ronggolawe Tuban. The research was motivated by the growing phenomenon of digital consumption among students, particularly through virtual item purchases via microtransactions. A quantitative correlational approach was employed, using purposive sampling involving 40 active student players of Mobile Legends. Research instruments consisted of Likert-scale questionnaires measuring two main variables: gaming intensity (frequency and duration) and consumptive behavior (impulsive buying, wastefulness, and non-rational consumption). Data were analyzed using Spearman’s rho correlation test, revealing a positive and significant relationship between gaming intensity and consumptive behavior (r = 0.558; p < 0.05). These findings indicate that higher gaming intensity increases students’ tendency toward hedonic and symbolic digital consumption. The study highlights that students’ consumptive behavior in the digital era is shaped not only by economic factors but also by social influence, self-control, and emotional gratification. The research implies the need for enhanced digital financial literacy and self-regulation awareness among students to mitigate excessive consumptive behavior.

Veronica Piqe Febeline; Valerie Celine

Majelis : Jurnal Hukum Indonesia 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The development of digital technology has transformed children’s patterns of interaction through online games, which serve both as entertainment and transactional spaces. As digital consumers, children are entitled to protection equal to adults, yet they remain vulnerable to risks such as inappropriate content, fraud, data manipulation, and exploitation. Despite the existence of legal frameworks like the Consumer Protection Law, the Child Protection Law, and the Electronic Information and Transactions Law, this study reveals that these laws do not specifically address children as a vulnerable group in the digital environment. This research employs an empirical normative approach to highlight the shortcomings of current regulations. Given the rapidly growing use of digital platforms by children, stronger regulatory measures, greater parental involvement, and increased responsibility from platform providers are essential to ensure the fulfillment of children’s rights and provide adequate protection in the digital space. These findings emphasize the need for comprehensive legal reform to safeguard children’s digital rights.

Cindi Amalia Hapsari; Mohammad Djamil M Nur; Arda Arda

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the influence of the use of gadgets on the reading interest of students at SMAN 1 Tolitoli. The background of this research departs from the phenomenon of declining students' interest in reading in the digital era, where students spend more time using gadgets for entertainment such as social media, online games, and watching videos than reading books or lesson literature. The low number of visits to school libraries, which only increased before the exam, is a major indicator of the weakening of the literacy culture among students. This study uses a quantitative approach with data collection techniques through observation, questionnaires, and documentation. Data analysis was carried out by normality test, t-test, and determination coefficient (R²) to determine the magnitude of the influence of gadgets on reading interest. The results of the study show that there is a significant influence between the use of gadgets on students' reading interest. The tcalculated value of 4,028 > ttable 1,655 indicates that H₀ is rejected and Hₐ is accepted. The use of gadgets contributed 9.8% to the reading interest of students at SMAN 1 Tolitoli, while the rest was influenced by other factors such as family environment, learning motivation, and support for literacy facilities at school.

Muhammad Rangga Pramana; Oktrigana Wirian

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to examine the role of Islamic Religious Education (PAI) in shaping students’ character in the digital era at SMK Negeri 1 Binjai. The research employed a descriptive qualitative method with a phenomenological approach. Data were collected through classroom observations, religious activities, interviews with PAI teachers, and questionnaires distributed to 50 tenth-grade students. The findings reveal that PAI plays a crucial role in instilling key character values, including discipline, honesty, responsibility, religiosity, and digital ethics. PAI teachers utilized interactive media, educational videos, and digital Qur’an applications, which enhanced students’ enthusiasm and facilitated better understanding of the subject matter. Based on the questionnaire results, 83% of students stated that PAI improved their discipline, 77% reported being more cautious in using social media, and 87% acknowledged that PAI fostered a greater sense of responsibility toward themselves and others. However, 60% of students still struggled to control their gadget usage, particularly for entertainment and online games. This indicates the need for continuous guidance and supervision from both teachers and parents. Overall, the study emphasizes that the effectiveness of PAI in the digital era depends on teachers’ competence in integrating technology, the role of exemplary behavior, and strong collaboration between schools and families. Therefore, PAI not only serves as a medium for delivering religious values but also as a vital instrument for shaping Islamic character, enabling students to face moral and social challenges in the digital age.

Kartika Triyaneva

Jurnal Ilmu Kesehatan Umum, Psikolog, Keperawatan dan Kebidanan 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The technological growth at the present time is so rapid, one form of technological advancement is an online game. An online game is a game played online using the internet. Young people who play the online game feel that playing an online game will reduce the load of thought gained from the environment. If a youth is dependent on playing  online games it will be bad for the teen. So it requires the role of the people around him to monitor and direct the youth away from the negative effects of online gaming. This study aims to determine the relationship between online game addiction and verbal aggression behavior in adolescents in Lubuk Basung District. This study uses quantitative methods with the research design used is correlational test research.The population in this study are teenagers who like to play PUBG online games. The sampling technique used purposive sampling with a total of 103 adolescents who played pubg mobile online games. In collecting data using an online game addiction scale with a verbal aggression scale. The results of data analysis obtained a correlation of sig = 0.137 (sig <0.05). These results show that there is a significant relationship between online game addiction and verbal aggression behavior  

Arriana Puspita Sari; Cindy Claudia; Lailatul Fathya; Diva Ayunda Tobing; Dini Syah Fitri +2 more

Jurnal Ilmu Kesehatan Umum, Psikolog, Keperawatan dan Kebidanan 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

In today’s digital era, the rapid advancement of technology has reshaped the way people seek entertainment, with online games becoming a dominant pastime, particularly among university students. While gaming provides an outlet for relaxation and escapism, its excessive use often leads to addictive behaviors that interfere with academic responsibilities, physical health, and social functioning. This research was designed to explore how self-control influences the tendency toward online game addiction among students. Utilizing a quantitative correlational method, the study gathered data from 111 university students across various disciplines who actively engage in online gaming. The measurement tools consisted of validated Likert-scale questionnaires, and statistical analysis was conducted using simple linear regression. The findings revealed a statistically significant negative relationship between self-control and gaming addiction, indicating that individuals with stronger self-regulation skills are less likely to develop problematic gaming behaviors. These results highlight the vital role of self-control in maintaining a balanced academic and personal life. The study emphasizes the need for strategic interventions within educational settings to foster better emotional regulation among students as a preventative measure against gaming addiction.

Angga Prayuda; Nurliana Damanik; Idris Siregar

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

In this sophisticated era, the use of mobile phones among teenagers has increased rapidly both for learning and daily needs. Excessive use of mobile phones will have an impact on the lifestyle of teenagers because of playing online games. Therefore, this study aims to determine the impact of online games among teenagers in the perspective of Islam, especially referring to the views of the hadith. The population in this study were teenagers aged 15-17 years who played the online game mobile legend around 4-7 hours or more per day and teenagers who were addicted to the online game mobile legend numbered 5 respondents. This study uses a qualitative method with a case study approach by means of observation and interviews and documentation. The results of the analysis of interviews and observations show that the influence of the online game mobile legend greatly affects the development and growth of teenagers because online games affect the health, psychology, academics, social, and free time that teenagers have is wasted which is detrimental to themselves. Islam does not forbid its people to have fun, but it must remain within the limits and corridors that are determined. The games played should be in accordance with their portion, aka not excessive. Don't let entertainment take up all your time, disrupt your health, hinder other activities, take up study and work time and don't let it distract someone from their main duties, especially in worship, and don't let it make people forget about more important games, such as physical exercise to improve your health or do better activities than being addicted to playing online games. Games also shouldn't make people fall into addiction.  

Windy Annastasia Maharani; Hesty Widiastuty

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

The community service program carried out by MBKM (Merdeka Belajar Kampus Merdeka) Teaching Assistance in English Education Students IAIN Palangka Raya is titled “English Club.” It aims to improve the English skills of participants at the Secondary Level. This program introduces interactive learning methods and enjoyable media through a game-based approach and technology. Thus, this activity helps participants understand English material more easily and effectively. The program is conducted over three sessions, covering topics such as self-introduction, telling time, and hobbies. Each session is designed to develop the participants' English language abilities by optimally combining theory and practice. To create an active and engaging learning environment, the activities also include educational games, such as “Hi! My Name Is...,” “Catch It!,” and “Simon Says!”, which are designed to sharpen the cognitive and motor skills of the participants. In each session, technology media, such as engaging PowerPoint presentations and online games, are used to create variety in the learning experience, making participants feel interested and motivated. The results of this activity indicate an improvement in the participants' English skills, particularly in speaking. Additionally, there is also an increase in the participants' interest and motivation toward learning English. The use of creative methods and technology has proven effective in helping participants understand the material and creating a positive learning atmosphere. In conclusion, enjoyable learning not only enhances the English skills of participants but also builds their confidence in communication.

Margreth Thatcer Appah; Bhisa Vitus Wilhelmus; Darius Antonius Kian

Pemuliaan Keadilan 2024 Asosiasi Penelitian dan Pengajar Ilmu Hukum Indonesia

The ease of access and availability of online game s on the internet opens up new opportunities as well as challenges. This challenge arises because not all online games are suitable for people to play. Many online games contain negative elements, such as violence, hate speech, and pornography. The provisions in Law No. 1 of 2024 on the Second Amendment to Law No. 19 of 2016 on the Amendment to Law No. 11 of 2008 on Electronic Information and Transactions are the main basis for countermeasures in cyberspace. The type of research the author uses is Normative Legal Research (library research). This research is also called a document study conducted by examining library and secondary materials, especially written regulations or other legal products. The results show that the rapid growth of online gaming has led to serious problems such as the spread of hate speech, bullying, and pornographic content. The lack of clarity in regulations makes it difficult to enforce the law against criminals in the online gaming realm. To overcome this problem, collaboration between various parties is needed, with an emphasis on increasing the capacity of law enforcement, developing digital forensic technology, improving regulations, and increasing legal awareness among the public.

Catherine.S.Lorentz Sitorus; Devi Patricia Hutagalung; Yuliana Sari

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Currently we see how the development of mobile phones has greatly influenced games or video games. Now with Android-equipped phones that can load more data stored on the phone, "games that previously could only be played offline are being developed, such as games on the Internet that can be played online indefinitely"¹, in this case. , games are also developed with the term "online games" which use data in their work. This continuously developing game then influences the lives of teenagers. The number of mobile devices is also increasing, this also has the influence of mobile legends which also increase the needs of children during the Covid pandemic, so the number of mobile phones also increases. In this magazine we will tell you about the effects of the Mobile Legends game. This research explains the influence of the Mobile Legends game on teenage behavior. This game is now widely spread among teenagers and has an impact on their socially unhealthy development in society.    

Resqita Mautiah Anshar; Muhammad Akhir; Besse Syukroni

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

The main problem in the research is identifying the factors that hinder the initial reading learning process for class I UPT SPF SD Inpres Jongaya students, Tamalate District. The research aims to analyze the factors inhibiting beginning reading in class I UPT SPF SD Inpres Jongaya, Tamalate District. The type of research is qualitative research with descriptive methods. Researchers collect data through observation, interviews and documentation. The subjects in the research were 5 students in class I UPT SPF SD Inpres Jongaya, Tamalate District, who were classified as having low initial reading ability. The results of the research show that there are two factors that hinder the initial reading learning process at UPT SPF SD Inpres Jongaya, Tamalate District, namely internal factors and external factors. Internal factors include children's lack of memory, children's slow understanding of learning, students' lack of attention to learning in class, excessive pressure on children, and children's lack of motivation and interest. External factors include lack of parental attention, lack of learning media available at home, lack of teacher skills, students never attending PAUD, lack of focus on reading activities at students' previous school (TK), limited time and attention of the community as well as the use of gadgets and playing excessive online games. Thus, it can be concluded that these factors hinder the initial reading learning process for class I students at UPT SPF SD Inpres Jongaya, Tamalate District.